wined3d: Accelerated blits from and to offscreen render targets.

This commit is contained in:
Stefan Dösinger 2007-02-15 03:02:39 +01:00 committed by Alexandre Julliard
parent de036ff68e
commit ccd2772e28
1 changed files with 317 additions and 318 deletions

View File

@ -2120,7 +2120,7 @@ static inline void fb_copy_to_texture_direct(IWineD3DSurfaceImpl *This, IWineD3D
/* Bind the target texture */
glBindTexture(GL_TEXTURE_2D, This->glDescription.textureName);
checkGLcall("glBindTexture");
if(swapchain->backBuffer && SrcSurface == swapchain->backBuffer[0]) {
if(!swapchain || (swapchain->backBuffer && SrcSurface == swapchain->backBuffer[0])) {
glReadBuffer(GL_BACK);
} else {
glReadBuffer(GL_FRONT);
@ -2228,7 +2228,7 @@ static inline void fb_copy_to_texture_hwstretch(IWineD3DSurfaceImpl *This, IWine
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
checkGLcall("glTexParameteri");
if((IWineD3DSurface *) This == swapchain->backBuffer[0] || TRUE) {
if(!swapchain || (IWineD3DSurface *) This == swapchain->backBuffer[0]) {
src = backup;
} else {
glReadBuffer(GL_FRONT);
@ -2341,21 +2341,25 @@ static inline void fb_copy_to_texture_hwstretch(IWineD3DSurfaceImpl *This, IWine
static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, RECT *DestRect, IWineD3DSurface *SrcSurface, RECT *SrcRect, DWORD Flags, DDBLTFX *DDBltFx) {
WINED3DRECT rect;
IWineD3DDeviceImpl *myDevice = This->resource.wineD3DDevice;
IWineD3DSwapChainImpl *swapchain = NULL;
IWineD3DSwapChainImpl *srcSwapchain = NULL, *dstSwapchain = NULL;
IWineD3DSurfaceImpl *Src = (IWineD3DSurfaceImpl *) SrcSurface;
BOOL SrcOK = TRUE;
TRACE("(%p)->(%p,%p,%p,%08x,%p)\n", This, DestRect, SrcSurface, SrcRect, Flags, DDBltFx);
/* Get the swapchain. One of the surfaces has to be a primary surface */
IWineD3DSurface_GetContainer( (IWineD3DSurface *) This, &IID_IWineD3DSwapChain, (void **)&swapchain);
if(swapchain) IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
else if(Src) {
IWineD3DSurface_GetContainer( (IWineD3DSurface *) Src, &IID_IWineD3DSwapChain, (void **)&swapchain);
if(swapchain) IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
else return WINED3DERR_INVALIDCALL;
} else {
swapchain = NULL;
IWineD3DSurface_GetContainer( (IWineD3DSurface *) This, &IID_IWineD3DSwapChain, (void **)&dstSwapchain);
if(dstSwapchain) IWineD3DSwapChain_Release((IWineD3DSwapChain *) dstSwapchain);
if(Src) {
IWineD3DSurface_GetContainer( (IWineD3DSurface *) Src, &IID_IWineD3DSwapChain, (void **)&srcSwapchain);
if(srcSwapchain) IWineD3DSwapChain_Release((IWineD3DSwapChain *) srcSwapchain);
}
/* Early sort out of cases where no render target is used */
if(!dstSwapchain && !srcSwapchain &&
SrcSurface != myDevice->render_targets[0] && This != (IWineD3DSurfaceImpl *) myDevice->render_targets[0]) {
TRACE("No surface is render target, not using hardware blit. Src = %p, dst = %p\n", Src, This);
return WINED3DERR_INVALIDCALL;
}
if (DestRect) {
@ -2370,12 +2374,11 @@ static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, RECT *
rect.y2 = This->currentDesc.Height;
}
/* Half-life does a Blt from the back buffer to the front buffer,
* Full surface size, no flags... Use present instead
*/
if(Src)
{
/* First, check if we can do a Flip */
/* The only case where both surfaces on a swapchain are supported is a back buffer -> front buffer blit on the same swapchain */
if(dstSwapchain && dstSwapchain == srcSwapchain) {
/* Half-life does a Blt from the back buffer to the front buffer,
* Full surface size, no flags... Use present instead
*/
/* Check rects - IWineD3DDevice_Present doesn't handle them */
if( SrcRect ) {
@ -2396,9 +2399,10 @@ static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, RECT *
/* These flags are unimportant for the flag check, remove them */
if((Flags & ~(DDBLT_DONOTWAIT | DDBLT_WAIT)) == 0) {
if( swapchain->backBuffer && ((IWineD3DSurface *) This == swapchain->frontBuffer) && ((IWineD3DSurface *) Src == swapchain->backBuffer[0]) ) {
if( dstSwapchain->backBuffer && ((IWineD3DSurface *) This == dstSwapchain->frontBuffer) &&
SrcSurface == dstSwapchain->backBuffer[0] ) {
D3DSWAPEFFECT orig_swap = swapchain->presentParms.SwapEffect;
D3DSWAPEFFECT orig_swap = dstSwapchain->presentParms.SwapEffect;
/* The idea behind this is that a glReadPixels and a glDrawPixels call
* take very long, while a flip is fast.
@ -2412,328 +2416,323 @@ static HRESULT IWineD3DSurfaceImpl_BltOverride(IWineD3DSurfaceImpl *This, RECT *
* and to set it back after the flip.
*/
swapchain->presentParms.SwapEffect = WINED3DSWAPEFFECT_COPY;
dstSwapchain->presentParms.SwapEffect = WINED3DSWAPEFFECT_COPY;
TRACE("Full screen back buffer -> front buffer blt, performing a flip instead\n");
IWineD3DDevice_Present((IWineD3DDevice *) This->resource.wineD3DDevice,
NULL, NULL, 0, NULL);
swapchain->presentParms.SwapEffect = orig_swap;
dstSwapchain->presentParms.SwapEffect = orig_swap;
return WINED3D_OK;
}
}
}
/* Blt from texture to rendertarget? */
if( ( ( (IWineD3DSurface *) This == swapchain->frontBuffer) ||
( swapchain->backBuffer && (IWineD3DSurface *) This == swapchain->backBuffer[0]) )
&&
( ( (IWineD3DSurface *) Src != swapchain->frontBuffer) &&
( swapchain->backBuffer && (IWineD3DSurface *) Src != swapchain->backBuffer[0]) ) ) {
float glTexCoord[4];
DWORD oldCKey;
DDCOLORKEY oldBltCKey = {0,0};
RECT SourceRectangle;
GLint oldDraw;
TRACE("Blt from surface %p to rendertarget %p\n", Src, This);
if(SrcRect) {
SourceRectangle.left = SrcRect->left;
SourceRectangle.right = SrcRect->right;
SourceRectangle.top = SrcRect->top;
SourceRectangle.bottom = SrcRect->bottom;
} else {
SourceRectangle.left = 0;
SourceRectangle.right = Src->currentDesc.Width;
SourceRectangle.top = 0;
SourceRectangle.bottom = Src->currentDesc.Height;
}
if(!CalculateTexRect(Src, &SourceRectangle, glTexCoord)) {
/* Fall back to software */
WARN("(%p) Source texture area (%d,%d)-(%d,%d) is too big\n", Src,
SourceRectangle.left, SourceRectangle.top,
SourceRectangle.right, SourceRectangle.bottom);
return WINED3DERR_INVALIDCALL;
}
/* Color keying: Check if we have to do a color keyed blt,
* and if not check if a color key is activated.
*/
oldCKey = Src->CKeyFlags;
if(!(Flags & DDBLT_KEYSRC) &&
Src->CKeyFlags & DDSD_CKSRCBLT) {
/* Ok, the surface has a color key, but we shall not use it -
* Deactivate it for now, LoadTexture will catch this
*/
Src->CKeyFlags &= ~DDSD_CKSRCBLT;
}
/* Color keying */
if(Flags & DDBLT_KEYDEST) {
oldBltCKey = This->SrcBltCKey;
/* Temporary replace the source color key with the destination one. We do this because the color conversion code which
* is in the end called from LoadTexture works with the source color. At the end of this function we restore the color key.
*/
This->SrcBltCKey = This->DestBltCKey;
} else if (Flags & DDBLT_KEYSRC)
oldBltCKey = This->SrcBltCKey;
/* Now load the surface */
IWineD3DSurface_PreLoad((IWineD3DSurface *) Src);
ENTER_GL();
ActivateContext(myDevice, (IWineD3DSurface *) This, CTXUSAGE_BLIT);
glGetIntegerv(GL_DRAW_BUFFER, &oldDraw);
if(This == (IWineD3DSurfaceImpl *) swapchain->frontBuffer) {
TRACE("Drawing to front buffer\n");
glDrawBuffer(GL_FRONT);
checkGLcall("glDrawBuffer GL_FRONT");
}
/* Bind the texture */
glBindTexture(GL_TEXTURE_2D, Src->glDescription.textureName);
checkGLcall("glBindTexture");
/* No filtering for blts */
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
GL_NEAREST);
checkGLcall("glTexParameteri");
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
GL_NEAREST);
checkGLcall("glTexParameteri");
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
checkGLcall("glTexEnvi");
/* This is for color keying */
if(Flags & DDBLT_KEYSRC) {
glEnable(GL_ALPHA_TEST);
checkGLcall("glEnable GL_ALPHA_TEST");
glAlphaFunc(GL_NOTEQUAL, 0.0);
checkGLcall("glAlphaFunc\n");
} else {
glDisable(GL_ALPHA_TEST);
checkGLcall("glDisable GL_ALPHA_TEST");
}
/* Draw a textured quad
*/
glBegin(GL_QUADS);
glColor3d(1.0f, 1.0f, 1.0f);
glTexCoord2f(glTexCoord[0], glTexCoord[2]);
glVertex3f(rect.x1,
rect.y1,
0.0);
glTexCoord2f(glTexCoord[0], glTexCoord[3]);
glVertex3f(rect.x1, rect.y2, 0.0);
glTexCoord2f(glTexCoord[1], glTexCoord[3]);
glVertex3f(rect.x2,
rect.y2,
0.0);
glTexCoord2f(glTexCoord[1], glTexCoord[2]);
glVertex3f(rect.x2,
rect.y1,
0.0);
glEnd();
checkGLcall("glEnd");
/* Unbind the texture */
glBindTexture(GL_TEXTURE_2D, 0);
checkGLcall("glEnable glBindTexture");
if(This == (IWineD3DSurfaceImpl *) swapchain->frontBuffer && oldDraw == GL_BACK) {
glDrawBuffer(oldDraw);
}
/* Restore the color key flags */
if(oldCKey != Src->CKeyFlags) {
Src->CKeyFlags = oldCKey;
}
/* Restore the old color key */
if (Flags & (DDBLT_KEYSRC | DDBLT_KEYDEST))
This->SrcBltCKey = oldBltCKey;
LEAVE_GL();
/* TODO: If the surface is locked often, perform the Blt in software on the memory instead */
This->Flags |= SFLAG_GLDIRTY;
return WINED3D_OK;
}
/* Blt from rendertarget to texture? */
if( (SrcSurface == swapchain->frontBuffer) ||
(swapchain->backBuffer && SrcSurface == swapchain->backBuffer[0]) ) {
if( ( (IWineD3DSurface *) This != swapchain->frontBuffer) &&
( swapchain->backBuffer && (IWineD3DSurface *) This != swapchain->backBuffer[0]) ) {
WINED3DRECT srect;
BOOL upsideDown, stretchx;
TRACE("Blt from rendertarget to texture\n");
/* Call preload for the surface to make sure it isn't dirty */
IWineD3DSurface_PreLoad((IWineD3DSurface *) This);
/* Make sure that the top pixel is always above the bottom pixel, and keep a seperate upside down flag
* glCopyTexSubImage is a bit picky about the parameters we pass to it
*/
if(SrcRect) {
if(SrcRect->top < SrcRect->bottom) {
srect.y1 = SrcRect->top;
srect.y2 = SrcRect->bottom;
upsideDown = FALSE;
} else {
srect.y1 = SrcRect->bottom;
srect.y2 = SrcRect->top;
upsideDown = TRUE;
}
srect.x1 = SrcRect->left;
srect.x2 = SrcRect->right;
} else {
srect.x1 = 0;
srect.y1 = 0;
srect.x2 = Src->currentDesc.Width;
srect.y2 = Src->currentDesc.Height;
upsideDown = FALSE;
}
if(rect.x1 > rect.x2) {
UINT tmp = rect.x2;
rect.x2 = rect.x1;
rect.x1 = tmp;
upsideDown = !upsideDown;
}
if(rect.x2 - rect.x1 != srect.x2 - srect.x1) {
stretchx = TRUE;
} else {
stretchx = FALSE;
}
/* Blt is a pretty powerful call, while glCopyTexSubImage2D is not. glCopyTexSubImage cannot
* flip the image nor scale it. If GL_EXT_framebuffer_blit is available it can be used(hopefully,
* not implemented by now). Otherwise:
*
* -> If the app asks for a unscaled, upside down copy, just perform one glCopyTexSubImage2D call
* -> If the app wants a image width an unscaled width, copy it line per line
* -> If the app wants a image that is scaled on the x axis, and the destination rectangle is smaller
* than the frame buffer, draw an upside down scaled image onto the fb, read it back and restore the
* back buffer. This is slower than reading line per line, thus not used for flipping
* -> If the app wants a scaled image with a dest rect that is bigger than the fb, it has to be copied
* pixel by pixel
*/
if(FALSE /* GL_SUPPORT(EXT_FRAMEBUFFER_BLIT) */) {
TRACE("Using GL_EXT_framebuffer_blit for copying\n");
} else if((!stretchx) || rect.x2 - rect.x1 > Src->currentDesc.Width ||
rect.y2 - rect.y1 > Src->currentDesc.Height) {
TRACE("No stretching in x direction, using direct framebuffer -> texture copy\n");
fb_copy_to_texture_direct(This, SrcSurface, swapchain, &srect, &rect, upsideDown);
} else {
TRACE("Using hardware stretching to flip / stretch the texture\n");
fb_copy_to_texture_hwstretch(This, SrcSurface, swapchain, &srect, &rect, upsideDown);
}
if(!(This->Flags & SFLAG_DONOTFREE)) {
HeapFree(GetProcessHeap(), 0, This->resource.allocatedMemory);
This->resource.allocatedMemory = NULL;
} else {
This->Flags |= SFLAG_GLDIRTY;
}
return WINED3D_OK;
}
}
TRACE("Unsupported blit between buffers on the same swapchain\n");
return WINED3DERR_INVALIDCALL;
} else if((dstSwapchain || This == (IWineD3DSurfaceImpl *) myDevice->render_targets[0]) &&
(srcSwapchain || SrcSurface == myDevice->render_targets[0]) ) {
ERR("Can't perform hardware blit between 2 different swapchains, falling back to software\n");
return WINED3DERR_INVALIDCALL;
}
if (Flags & DDBLT_COLORFILL) {
/* This is easy to handle for the D3D Device... */
DWORD color;
IWineD3DSwapChainImpl *implSwapChain;
if(srcSwapchain || SrcSurface == myDevice->render_targets[0]) {
/* Blit from render target to texture */
WINED3DRECT srect;
BOOL upsideDown, stretchx;
TRACE("Colorfill\n");
/* Call preload for the surface to make sure it isn't dirty */
IWineD3DSurface_PreLoad((IWineD3DSurface *) This);
/* The color as given in the Blt function is in the format of the frame-buffer...
* 'clear' expect it in ARGB format => we need to do some conversion :-)
/* Make sure that the top pixel is always above the bottom pixel, and keep a seperate upside down flag
* glCopyTexSubImage is a bit picky about the parameters we pass to it
*/
if(SrcRect) {
if(SrcRect->top < SrcRect->bottom) {
srect.y1 = SrcRect->top;
srect.y2 = SrcRect->bottom;
upsideDown = FALSE;
} else {
srect.y1 = SrcRect->bottom;
srect.y2 = SrcRect->top;
upsideDown = TRUE;
}
srect.x1 = SrcRect->left;
srect.x2 = SrcRect->right;
} else {
srect.x1 = 0;
srect.y1 = 0;
srect.x2 = Src->currentDesc.Width;
srect.y2 = Src->currentDesc.Height;
upsideDown = FALSE;
}
if(rect.x1 > rect.x2) {
UINT tmp = rect.x2;
rect.x2 = rect.x1;
rect.x1 = tmp;
upsideDown = !upsideDown;
}
if(rect.x2 - rect.x1 != srect.x2 - srect.x1) {
stretchx = TRUE;
} else {
stretchx = FALSE;
}
/* Blt is a pretty powerful call, while glCopyTexSubImage2D is not. glCopyTexSubImage cannot
* flip the image nor scale it. If GL_EXT_framebuffer_blit is available it can be used(hopefully,
* not implemented by now). Otherwise:
*
* -> If the app asks for a unscaled, upside down copy, just perform one glCopyTexSubImage2D call
* -> If the app wants a image width an unscaled width, copy it line per line
* -> If the app wants a image that is scaled on the x axis, and the destination rectangle is smaller
* than the frame buffer, draw an upside down scaled image onto the fb, read it back and restore the
* back buffer. This is slower than reading line per line, thus not used for flipping
* -> If the app wants a scaled image with a dest rect that is bigger than the fb, it has to be copied
* pixel by pixel
*/
if (This->resource.format == WINED3DFMT_P8) {
if (This->palette) {
color = ((0xFF000000) |
(This->palette->palents[DDBltFx->u5.dwFillColor].peRed << 16) |
(This->palette->palents[DDBltFx->u5.dwFillColor].peGreen << 8) |
(This->palette->palents[DDBltFx->u5.dwFillColor].peBlue));
} else {
color = 0xFF000000;
}
}
else if (This->resource.format == WINED3DFMT_R5G6B5) {
if (DDBltFx->u5.dwFillColor == 0xFFFF) {
color = 0xFFFFFFFF;
} else {
color = ((0xFF000000) |
((DDBltFx->u5.dwFillColor & 0xF800) << 8) |
((DDBltFx->u5.dwFillColor & 0x07E0) << 5) |
((DDBltFx->u5.dwFillColor & 0x001F) << 3));
}
}
else if ((This->resource.format == WINED3DFMT_R8G8B8) ||
(This->resource.format == WINED3DFMT_X8R8G8B8) ) {
color = 0xFF000000 | DDBltFx->u5.dwFillColor;
}
else if (This->resource.format == WINED3DFMT_A8R8G8B8) {
color = DDBltFx->u5.dwFillColor;
}
else {
ERR("Wrong surface type for BLT override(Format doesn't match) !\n");
return WINED3DERR_INVALIDCALL;
if(FALSE /* GL_SUPPORT(EXT_FRAMEBUFFER_BLIT) */) {
TRACE("Using GL_EXT_framebuffer_blit for copying\n");
} else if((!stretchx) || rect.x2 - rect.x1 > Src->currentDesc.Width ||
rect.y2 - rect.y1 > Src->currentDesc.Height) {
TRACE("No stretching in x direction, using direct framebuffer -> texture copy\n");
fb_copy_to_texture_direct(This, SrcSurface, srcSwapchain, &srect, &rect, upsideDown);
} else {
TRACE("Using hardware stretching to flip / stretch the texture\n");
fb_copy_to_texture_hwstretch(This, SrcSurface, srcSwapchain, &srect, &rect, upsideDown);
}
TRACE("Calling GetSwapChain with mydevice = %p\n", myDevice);
IWineD3DDevice_GetSwapChain((IWineD3DDevice *)myDevice, 0, (IWineD3DSwapChain **)&implSwapChain);
IWineD3DSwapChain_Release( (IWineD3DSwapChain *) implSwapChain );
if(implSwapChain->backBuffer && This == (IWineD3DSurfaceImpl*) implSwapChain->backBuffer[0]) {
glDrawBuffer(GL_BACK);
checkGLcall("glDrawBuffer(GL_BACK)");
}
else if (This == (IWineD3DSurfaceImpl*) implSwapChain->frontBuffer) {
glDrawBuffer(GL_FRONT);
checkGLcall("glDrawBuffer(GL_FRONT)");
}
else {
ERR("Wrong surface type for BLT override(not on swapchain) !\n");
return WINED3DERR_INVALIDCALL;
}
TRACE("(%p) executing Render Target override, color = %x\n", This, color);
IWineD3DDevice_Clear( (IWineD3DDevice *) myDevice,
1 /* Number of rectangles */,
&rect,
WINED3DCLEAR_TARGET,
color,
0.0 /* Z */,
0 /* Stencil */);
/* Restore the original draw buffer */
if(implSwapChain->backBuffer && implSwapChain->backBuffer[0]) {
glDrawBuffer(GL_BACK);
vcheckGLcall("glDrawBuffer");
if(!(This->Flags & SFLAG_DONOTFREE)) {
HeapFree(GetProcessHeap(), 0, This->resource.allocatedMemory);
This->resource.allocatedMemory = NULL;
} else {
This->Flags |= SFLAG_GLDIRTY;
}
return WINED3D_OK;
} else if(Src) {
/* Blit from offscreen surface to render target */
float glTexCoord[4];
DWORD oldCKey;
DDCOLORKEY oldBltCKey = {0,0};
RECT SourceRectangle;
GLint oldDraw;
TRACE("Blt from surface %p to rendertarget %p\n", Src, This);
if(SrcRect) {
SourceRectangle.left = SrcRect->left;
SourceRectangle.right = SrcRect->right;
SourceRectangle.top = SrcRect->top;
SourceRectangle.bottom = SrcRect->bottom;
} else {
SourceRectangle.left = 0;
SourceRectangle.right = Src->currentDesc.Width;
SourceRectangle.top = 0;
SourceRectangle.bottom = Src->currentDesc.Height;
}
if(!CalculateTexRect(Src, &SourceRectangle, glTexCoord)) {
/* Fall back to software */
WARN("(%p) Source texture area (%d,%d)-(%d,%d) is too big\n", Src,
SourceRectangle.left, SourceRectangle.top,
SourceRectangle.right, SourceRectangle.bottom);
return WINED3DERR_INVALIDCALL;
}
/* Color keying: Check if we have to do a color keyed blt,
* and if not check if a color key is activated.
*/
oldCKey = Src->CKeyFlags;
if(!(Flags & DDBLT_KEYSRC) &&
Src->CKeyFlags & DDSD_CKSRCBLT) {
/* Ok, the surface has a color key, but we shall not use it -
* Deactivate it for now, LoadTexture will catch this
*/
Src->CKeyFlags &= ~DDSD_CKSRCBLT;
}
/* Color keying */
if(Flags & DDBLT_KEYDEST) {
oldBltCKey = This->SrcBltCKey;
/* Temporary replace the source color key with the destination one. We do this because the color conversion code which
* is in the end called from LoadTexture works with the source color. At the end of this function we restore the color key.
*/
This->SrcBltCKey = This->DestBltCKey;
} else if (Flags & DDBLT_KEYSRC)
oldBltCKey = This->SrcBltCKey;
/* Now load the surface */
IWineD3DSurface_PreLoad((IWineD3DSurface *) Src);
ENTER_GL();
/* Activate the destination context, set it up for blitting */
ActivateContext(myDevice, (IWineD3DSurface *) This, CTXUSAGE_BLIT);
glGetIntegerv(GL_DRAW_BUFFER, &oldDraw);
if(This == (IWineD3DSurfaceImpl *) dstSwapchain->frontBuffer) {
TRACE("Drawing to front buffer\n");
glDrawBuffer(GL_FRONT);
checkGLcall("glDrawBuffer GL_FRONT");
}
/* Bind the texture */
glBindTexture(GL_TEXTURE_2D, Src->glDescription.textureName);
checkGLcall("glBindTexture");
/* No filtering for blts */
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
GL_NEAREST);
checkGLcall("glTexParameteri");
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
GL_NEAREST);
checkGLcall("glTexParameteri");
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
checkGLcall("glTexEnvi");
/* This is for color keying */
if(Flags & DDBLT_KEYSRC) {
glEnable(GL_ALPHA_TEST);
checkGLcall("glEnable GL_ALPHA_TEST");
glAlphaFunc(GL_NOTEQUAL, 0.0);
checkGLcall("glAlphaFunc\n");
} else {
glDisable(GL_ALPHA_TEST);
checkGLcall("glDisable GL_ALPHA_TEST");
}
/* Draw a textured quad
*/
glBegin(GL_QUADS);
glColor3d(1.0f, 1.0f, 1.0f);
glTexCoord2f(glTexCoord[0], glTexCoord[2]);
glVertex3f(rect.x1,
rect.y1,
0.0);
glTexCoord2f(glTexCoord[0], glTexCoord[3]);
glVertex3f(rect.x1, rect.y2, 0.0);
glTexCoord2f(glTexCoord[1], glTexCoord[3]);
glVertex3f(rect.x2,
rect.y2,
0.0);
glTexCoord2f(glTexCoord[1], glTexCoord[2]);
glVertex3f(rect.x2,
rect.y1,
0.0);
glEnd();
checkGLcall("glEnd");
/* Unbind the texture */
glBindTexture(GL_TEXTURE_2D, 0);
checkGLcall("glEnable glBindTexture");
if(This == (IWineD3DSurfaceImpl *) dstSwapchain->frontBuffer && oldDraw == GL_BACK) {
glDrawBuffer(oldDraw);
}
/* Restore the color key flags */
if(oldCKey != Src->CKeyFlags) {
Src->CKeyFlags = oldCKey;
}
/* Restore the old color key */
if (Flags & (DDBLT_KEYSRC | DDBLT_KEYDEST))
This->SrcBltCKey = oldBltCKey;
LEAVE_GL();
/* TODO: If the surface is locked often, perform the Blt in software on the memory instead */
This->Flags |= SFLAG_GLDIRTY;
return WINED3D_OK;
} else {
/* Source-Less Blit to render target */
if (Flags & DDBLT_COLORFILL) {
/* This is easy to handle for the D3D Device... */
DWORD color;
TRACE("Colorfill\n");
/* The color as given in the Blt function is in the format of the frame-buffer...
* 'clear' expect it in ARGB format => we need to do some conversion :-)
*/
if (This->resource.format == WINED3DFMT_P8) {
if (This->palette) {
color = ((0xFF000000) |
(This->palette->palents[DDBltFx->u5.dwFillColor].peRed << 16) |
(This->palette->palents[DDBltFx->u5.dwFillColor].peGreen << 8) |
(This->palette->palents[DDBltFx->u5.dwFillColor].peBlue));
} else {
color = 0xFF000000;
}
}
else if (This->resource.format == WINED3DFMT_R5G6B5) {
if (DDBltFx->u5.dwFillColor == 0xFFFF) {
color = 0xFFFFFFFF;
} else {
color = ((0xFF000000) |
((DDBltFx->u5.dwFillColor & 0xF800) << 8) |
((DDBltFx->u5.dwFillColor & 0x07E0) << 5) |
((DDBltFx->u5.dwFillColor & 0x001F) << 3));
}
}
else if ((This->resource.format == WINED3DFMT_R8G8B8) ||
(This->resource.format == WINED3DFMT_X8R8G8B8) ) {
color = 0xFF000000 | DDBltFx->u5.dwFillColor;
}
else if (This->resource.format == WINED3DFMT_A8R8G8B8) {
color = DDBltFx->u5.dwFillColor;
}
else {
ERR("Wrong surface type for BLT override(Format doesn't match) !\n");
return WINED3DERR_INVALIDCALL;
}
TRACE("Calling GetSwapChain with mydevice = %p\n", myDevice);
if(dstSwapchain && dstSwapchain->backBuffer && This == (IWineD3DSurfaceImpl*) dstSwapchain->backBuffer[0]) {
glDrawBuffer(GL_BACK);
checkGLcall("glDrawBuffer(GL_BACK)");
} else if (dstSwapchain && This == (IWineD3DSurfaceImpl*) dstSwapchain->frontBuffer) {
glDrawBuffer(GL_FRONT);
checkGLcall("glDrawBuffer(GL_FRONT)");
} else if(This == (IWineD3DSurfaceImpl *) myDevice->render_targets[0]) {
glDrawBuffer(GL_BACK);
checkGLcall("glDrawBuffer(GL_BACK)");
} else {
TRACE("Surface is higher back buffer, falling back to software\n");
return WINED3DERR_INVALIDCALL;
}
TRACE("(%p) executing Render Target override, color = %x\n", This, color);
IWineD3DDevice_Clear( (IWineD3DDevice *) myDevice,
1 /* Number of rectangles */,
&rect,
WINED3DCLEAR_TARGET,
color,
0.0 /* Z */,
0 /* Stencil */);
/* Restore the original draw buffer */
if(!dstSwapchain || (dstSwapchain->backBuffer && dstSwapchain->backBuffer[0])) {
glDrawBuffer(GL_BACK);
vcheckGLcall("glDrawBuffer");
}
return WINED3D_OK;
}
}
/* Default: Fall back to the generic blt */
/* Default: Fall back to the generic blt. Not an error, a TRACE is enought */
TRACE("Didn't find any usable render target setup for hw blit, falling back to software\n");
return WINED3DERR_INVALIDCALL;
}